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authorRider Linden <rider@lindenlab.com>2017-09-29 16:46:39 -0700
committerRider Linden <rider@lindenlab.com>2017-09-29 16:46:39 -0700
commit23916be3dac32beebb17e0b9336b34176265783d (patch)
tree466780dfffa2be5eb6579acc0d87693c75a83635 /indra/newview/llenvironment.cpp
parentb8541cddccaa86e90ed9b072b620dcd4ba1acd20 (diff)
Moon is showing, sun still not working.
Diffstat (limited to 'indra/newview/llenvironment.cpp')
-rw-r--r--indra/newview/llenvironment.cpp28
1 files changed, 3 insertions, 25 deletions
diff --git a/indra/newview/llenvironment.cpp b/indra/newview/llenvironment.cpp
index ceba7fda88..4192da450e 100644
--- a/indra/newview/llenvironment.cpp
+++ b/indra/newview/llenvironment.cpp
@@ -85,7 +85,7 @@ void LLEnvironment::update(const LLViewerCamera * cam)
// mAnimator.update(mCurParams);
// }
- LLVector3 lightdir = mCurrentSky->getLightDirection();
+ //LLVector3 lightdir = mCurrentSky->getLightDirection();
// update the shaders and the menu
F32 camYaw = cam->getYaw();
@@ -95,7 +95,7 @@ void LLEnvironment::update(const LLViewerCamera * cam)
// *TODO: potential optimization - this block may only need to be
// executed some of the time. For example for water shaders only.
{
- LLVector3 lightNorm3(mCurrentSky->getLightDirection());
+ LLVector3 lightNorm3( getLightDirection() );
lightNorm3 *= LLQuaternion(-(camYaw + SUN_DELTA_YAW), LLVector3(0.f, 1.f, 0.f));
mRotatedLight = LLVector4(lightNorm3, 0.f);
@@ -125,16 +125,6 @@ void LLEnvironment::updateCloudScroll()
LLVector2 cloud_delta = static_cast<F32>(delta_t)* (mCurrentSky->getCloudScrollRate() - LLVector2(10.0, 10.0)) / 100.0;
mCloudScrollDelta += cloud_delta;
-// {
-// LLVector2 v2(mCurrentSky->getCloudScrollRate());
-// static F32 xoffset(0.f);
-// static F32 yoffset(0.f);
-//
-// xoffset += F32(delta_t * (v2[0] - 10.f) / 100.f);
-// yoffset += F32(delta_t * (v2[1] - 10.f) / 100.f);
-//
-// LL_WARNS("RIDER") << "offset " << mCloudScrollDelta << " vs (" << xoffset << ", " << yoffset << ")" << LL_ENDL;
-// }
}
@@ -223,24 +213,12 @@ void LLEnvironment::updateShaderUniforms(LLGLSLShader *shader)
else if (shader->mShaderGroup == LLGLSLShader::SG_SKY)
{
stop_glerror();
- shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mCurrentSky->getLightDirectionClamped().mV);
+ shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, getClampedLightDirection().mV);
stop_glerror();
}
shader->uniform1f(LLShaderMgr::SCENE_LIGHT_STRENGTH, getSceneLightStrength());
-// {
-// LLVector4 cloud_scroll(mCloudScroll[0], mCloudScroll[1], 0.0, 0.0);
-// // val.mV[0] = F32(i->second[0].asReal()) + mCloudScrollXOffset;
-// // val.mV[1] = F32(i->second[1].asReal()) + mCloudScrollYOffset;
-// // val.mV[2] = (F32)i->second[2].asReal();
-// // val.mV[3] = (F32)i->second[3].asReal();
-//
-// stop_glerror();
-// shader->uniform4fv(LLSettingsSky::SETTING_CLOUD_POS_DENSITY1, 1, cloud_scroll.mV);
-// stop_glerror();
-// }
-
}
//--------------------------------------------------------------------------